The Effect of the Gamification of Software on the Amount of User Engagement In Social Media Software in Humans
School Name
Spring Valley High School
Grade Level
10th Grade
Presentation Topic
Sociology
Presentation Type
Non-Mentored
Abstract
One growing addiction that has many effects on the world is the addiction to social media. This addiction exists in many people and comes with many dangers. The purpose of this study was to identify a way to reduce the amount of time spent on social media, more specifically if people are informed of the amount of time they spend on social media,could this affect the amount of time they will spend on social media. It was hypothesized that an intervention would cause the amount of time social media users spend on social media to decrease. The participants, all sophomores, were pulled from two sophomore classes and the amount of time spent was measured in hours. A one sample t-test (t(29) = -0.1, p = 0.919) was run to identify the significance of the difference in hours spent before and after the intervention. According to the results, the hypothesis was not supported. The p-value from the t-test is greater than the alpha value (ɑ = 0.05) meaning that the data were insignificant. Also, the study shows that gamified changes to software does not always produce an increase in user engagement.
Recommended Citation
Ho, Ethan, "The Effect of the Gamification of Software on the Amount of User Engagement In Social Media Software in Humans" (2019). South Carolina Junior Academy of Science. 241.
https://scholarexchange.furman.edu/scjas/2019/all/241
Location
Founders Hall 251 C
Start Date
3-30-2019 9:45 AM
Presentation Format
Oral and Written
Group Project
No
The Effect of the Gamification of Software on the Amount of User Engagement In Social Media Software in Humans
Founders Hall 251 C
One growing addiction that has many effects on the world is the addiction to social media. This addiction exists in many people and comes with many dangers. The purpose of this study was to identify a way to reduce the amount of time spent on social media, more specifically if people are informed of the amount of time they spend on social media,could this affect the amount of time they will spend on social media. It was hypothesized that an intervention would cause the amount of time social media users spend on social media to decrease. The participants, all sophomores, were pulled from two sophomore classes and the amount of time spent was measured in hours. A one sample t-test (t(29) = -0.1, p = 0.919) was run to identify the significance of the difference in hours spent before and after the intervention. According to the results, the hypothesis was not supported. The p-value from the t-test is greater than the alpha value (ɑ = 0.05) meaning that the data were insignificant. Also, the study shows that gamified changes to software does not always produce an increase in user engagement.